Edena_of_Neith
First Post
There were two interpretations of Tempus Fugit.
The first interpretation took the spell text (from Unearthed Arcana 1st Edition) at face value, and ONLY the text. No extrapolations. This version of Tempus Fugit was merely a powerful spell, in my opinion. (You can still find this version in print. It is in the Hackmaster's Player's Handbook.)
The second version of Tempus Fugit took at face value the spell text and all extrapolations of the text: the consequences of that text. This produced a Super Spell. It became the most powerful 5th level spell in the game.
I allowed the second version in my game, but my players had to be aware of the danger of enemy spellcasters and spellcasting monsters using the same spell. They most certainly WOULD use the Super Spell, just as the gleeful powermongering players would. (After all, if the players want to use superspells, one way to balance that is to have the monsters throw superspells back. Of course, the campaign world may well be totally trashed in the process ...)
If you allowed the 2nd interpretation of Tempus Fugit, it altered your game world, for magic became a much more formidable force. Even most teenaged DMs back in the old days thought this version of the spell was broken. Older DMs thought it was demented. Even the most power hungry Power Gamers gaped at it.
In the very conservative world of D&D today, with D&D 3.5 the current incarnation of the game, I must wonder what words in the English Language exist, that could describe the power discrepancy of Tempus Fugit, versus the regular game spells? I doubt any such words exist. Nor would I wish to speculate on the verbatim that would be used by current DMs to describe the Super Spell known as Tempus Fugit.
But here it is anyways. This is the extrapolated version, the Super Spell version. Read and weep.
TEMPUS FUGIT (Illusion, and possibly Chronomancy)
5th level
Range: 0 - Components: V, S - Duration: 50 turns/level in 3E (50 minutes per level)
Casting Time: 1 standard action - Area of Effect: 10 foot radius - Saving Throw: None
This spell creates a quasi-real warping of time within it's area of effect (no saving throw is allowed against this effect, but spell resistance could allow the particular creature with the SR to ignore the distortion.) Technically, this spell is considered an illusion spell, and it's effects on time illusory, but the result is too real and too powerful to be mere illusion. Chronomancy is highly suspect here.
After this spell is cast, a globe 20 feet in diameter centered on the caster (and which moves with her) is created, and within this area time seems to be altered.
For the caster and all within 10 feet of her, everything outside seems to be - and to a quasi-real extent are - moving 6 times slower than normal. Thus, while 6 hours pass for the spellcaster and those around her, and objects within the area of effect, only 1 hour passes for everyone and everything outside.
The spell duration counts time passed 'outside', so if the spell lasts 50 minutes per level, it lasts the equivalent of 300 minutes - or 5 hours - per level for the caster. Thus, a 10th level caster creates a Tempus Fugit that lasts 500 minutes - or 8 hours, 20 minutes - outside, but it seems to her and those in the area of effect like 3,000 hours - or 50 hours, or 2 days, 2 hours - have passed.
The spell can be reversed, so that to the caster and those around her, everything outside the area of effect is moving at incredible speed, while they carry on normally: that is, everything outside is moving 6 times faster than the caster and those with her. In this case, the apparent passing of one hour for the caster would be 6 hours for everyone outside. In this case, the spell still lasts 50 minutes per level of the caster: a 10th level caster would create a Tempus Fugit that lasted 8 hours, 20 minutes, but to her it would only seem like the spell lasted around 83 minutes. For her, 83 minutes would have passed, while 8 hours, 20 minutes passed outside the area of effect.
The spell affects the caster and those with her in real ways. They eat, drink, sleep, and age at the speeded up or slowed down rate. Mundane items and objects within the area of effect are likewise affected.
Thus, in the speeded up version (where the caster is moving 6 times faster than the world around her) the caster can eat, sleep, rest, regain spells, repair weapons and clothing, study, and otherwise do anything she likes ... at 6 times normal speed.
The caster could get a nice 12 hour period of sleep, while only 2 hours passed in the world outside the spell effect. She could then spend 6 hours regaining spells, while only 1 hour passed in the world without. She could then spend 6 hours studying historical lore, while only 1 more hour passed without.
The mage could spend 6 days recovering from the effects of a wound or broken bone, while only a day passed in the world without.
Theoretically, if cast repeatedly in the speeded up version, Tempus Fugit could shorten the life expectancy of the caster to 1/6th normal.
In the reversed version, this spell makes for great life extension, assuming the caster wishes to remain by herself. If this spell were cast a sufficient number of times in sequence, the caster could pass through the entire 6 month cold season of northern Faerun, and to her it would only seem like a month had passed ... and she would only have aged a month.
It is theoretically possible a mage could live to 6 times her normal life expectancy, if she remained constantly under the effects of the slowed down version of Tempus Fugit.
If the mage decides to speed herself up sixfold ... she would see and hear everyone and everything within the Tempus Fugit normally, but no speech from outside could be understood (a Tongues spell might remedy this problem.) All other sounds from outside would come off as impossibly deep and slow to the mage and anyone else within the Tempus Fugit.
From the point of view of those outside the Tempus Fugit, the mage and others within the Tempus Fugit would be screeching very high pitched gibberish. All other sounds coming out of the Tempus Fugit would be extremely high pitched and distorted (again, a Tongues spell might help matters.)
To those within the Tempus Fugit, everything outside would seem to be travelling in slow motion (akin to a slow motion camera effect.) An arrow in flight would seem to lazily drift along. Rain would fall slowly to the ground, making fantastic shapes on the ground as each drop struck. Insects and birds would painstakingly move inch by inch, foot by foot, each flap of the wings clearly discernable. The mage - if she were also a fighter - could critique a slow motion sparring match between two swordsmen.
To those outside the Tempus Fugit, the mage would appear to be moving so quickly as to be blurred, some sort of being of impossible speed (the hummingbird comes to mind here.) Everyone else within the Tempus Fugit would likewise be moving either very quickly or so quickly as to be a blur.
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IF this is as far as Tempus Fugit is taken, it is MERELY a very powerful and very useful spell, for the purposes of rest and recovery, healing, study and spell recovery, and fascinating study of the world around the mage. And, of course, it makes for a good way to hibernate through the winter, and otherwise affect life expectancy!
But ...
Because Tempus Fugit does allow for real effects, such as hit point recovery, sleep and it's restorative effects, spell memorization, and so on, it can be concluded that this spell affects combat.
And if this spell affects combat, then all bets are off. Period. You can just take the normal game mechanics and flush them down the toilet, as something close to utter desecration of the game occurs. Of course (chuckles) powermongering players just might want to enact that desecration, so that they can kill the dragon and take his treasure! They must remember, that perhaps the dragon - too - intends such a desecration.
In 2E terms, if the mage is speeded up sixfold, she gets SIX FULL ROUNDS of action for every one full round of action taken by her opponents, so long as they remain outside the globe of the Tempus Fugit.
The mage can throw SIX SPELLS to her opponent's one. She can fire SIX arrows to opponent's one. She could conjure six times, while her opponents could only enact one conjuration. She could activate rods, staves, wands, and miscellanenous magical items six times to her opponent's one activation.
Needless to say, the mage is likely to win Initiative. The DM must make a house rule to determine when the opponents of the mage get to go, compared to the mage's six actions.
The opponents of the mage get no Dexterity bonuses to Armor Class, obviously. They don't get a lot of things, under a lot of circumstances, each of which must be considered individually.
If the 2E mage can hurl multiple attacks (such as hung spells from a Mantle, Contingency Spells, Aglarth's Embattlement (which let you throw 2 spells at once, for 3 consecutive rounds) and so on) or multiple melee attacks (such as a fighter/mage with specialization, who can fire 4 arrows a round) or if the mage and/or others were Hasted) the result of the 6x Tempus Fugit is nothing short of ... well ... ghastly.
Now, take this extrapolation to 3rd edition.
In 3rd edition, there are multiple ways for mages to cast more than one spell per round. Quicken Spell will do it. The Two-Minds spell will allow it. Extra Quicken Spell will allow it (as many times as that Epic Feat is taken.) Other Feats may allow it.
In 3rd edition, mages are often able to fire arrows or other missile weapons. Many Feats and classes and prestige classes allow it, and allow for multiple shots.
Add in the 6x effect of Tempus Fugit, and Houston, We Have a Problem.
Obviously, the mage must practice throwing spells and missiles, to be effective. This is because although the spells and missiles seem to work normally for her within the globe of the Tempus Fugit, they slow down to 1/6th normal speed outside it.
Thus, the mage must calculate: not a normal arrow shot or bolt fired from a wand, but calculate the slowed movement of the target, plus the slowed movement of the arrow and/or spell and/or item effect, plus the fact that for the first 10 feet, the arrow/spell/magic effect moves at normal speed.
A mage can learn such adeptness, and after considerable practice can fire arrows, spells, and item effects without penalty (but the very first time she tries this stunt, the result is going to be something out of It's a Mad, Mad, Mad, Mad World.)
What goes for the mage, goes for anyone else making attacks from within the Tempus Fugit to outside of it.
The hapless creatures outside the Tempus Fugit suffer a huge penalty to hit the mage and others within the Tempus Fugit with arrows and tight (bolts, etc.) spell effects, because those within are seemingly moving so fast. The DM must arbitrate what this penalty is, although it will be severe (- 6 or more.) Area effect spells and spells that automatically hit like Magic Missile will still work.
But now it gets really wierd. A Fireball detonating in a Tempus Fugit would fill it, then expand outside it. The Fireball would normally last about, say, 6 seconds, from the point of view of those outside. But from their point of view now, it would last 60 seconds INSIDE the Tempus Fugit, and 6 seconds outside. Why is this important? Because any arrows or other missiles and/or spell effects hurled at the Tempus Fugit must now contend with the Fireball that is still going on inside the Tempus Fugit!
If someone outside the Tempus Fugit manages to FULLY get inside, he can engage the mage in normal combat, all 3rd edition melee rules applying.
But ...
It is likely the mage will be defended by others within the Tempus Fugit, who will MELEE with those outside the area of effect, and prevent them from entering.
In this case, there is a constant situation of swords, spears and/or other melee weapons, wands/staves/rods and/or miscellaneous magical items, and arms, hands, and/or other parts of people being within the Tempus Fugit momentarily, then outside, then in again, then outside, then in again, while the same is true of those they are fighting.
In this bizarre situation, only those PRACTICED in fighting in this fashion (I'm guessing it'd be a Feat in itself) can operate normally. Anyone else is going to be hopelessly lost, as part of their sword moves at 6x normal speed and the rest at normal speed, while their inthrust leg moves at 6x speed and the other leg is moving normally, and so on.
Since part of the sword given above is moving at 6x speed and the rest is moving at normal speed, shouldn't the sword fly apart into two pieces? What about arrows? What about assorted hands, feet, arms, and legs? What about a person half in and half out of the Tempus Fugit? The answer to this question is: it's up to the DM! If he says yes, the result might well look like a meat grinder or Blade Barrier. If he says no, then ... well ... those swords and arms and items are going to look really wierd and distorted as they seem to stretch and bend in impossible contortions. (In my case, I said no ...)
The complicated and precise combat rules of 3.5 must be suspended and effectively rewritten to cover the effects of a Tempus Fugit, if Tempus Fugit is used for combat purposes.
Just take all the rules, throw them out the window, and start over. The overwhelming advantage goes to the mage, obviously, and to those with her. Unless the foe also has a Tempus Fugit, their sixfold attacks are likely to carry the day.
Since this spell stays up a real, real long time, the DM might as well throw the whole dungeon module out the window while he is at it, give the players ALL the experience and treasure immediately, and go get himself a nice beer. Then, he can sit and contemplate the insanity of it all, while he weeps over the arbitrary destruction of his 8 hours of work on his beautiful dungeon.
Edena_of_Neith
EDIT:
If the mage has the spells Melee Manager and Magic Manager (from the Chronomancer Sourcebook, extrapolated to 3rd edition) these STACK with Tempus Fugit.
For anyone who does not remember, Melee and Magic Manager allowed multiple spells to be cast per round (in 2E, where only ONE spell per round could normally be cast) and/or multiple series of attacks could go off in one round (your whole attack routine plus a boatload of additional attacks.))
Thus, a mage with Magic Manager and Tempus Fugit up would throw somewhere between 6 and 30 spells per round in 2E. In 3E, with it's Quickened Spells and Epic Feats, a truly powerful mage (say, 20th level) might throw 20, 30, 40, or 50 spells in a single round.
Add in hung spells, from Mantle, Contingency, Algarth's Embattlement, the Simbul's Spell Supremacy, and so on, and ... well ... I don't know what the World Record is for the most spells thrown in a single round, but we're getting close to that, aren't we?
This insanity applies to physical attacks. Can we say ... the Lawnmower Effect?
If your group starts throwing Tempus Fugit, Melee and Magic Manager (along with the other ghastly chronomancy spells), Mantle, Algarth's Embattlement, the Simbul's Spell Supremacy, Two Minds, and Haste, all in conjunction, then ...
Put down your dungeon and books, give the players all the treasure and experience, and ...
Go and get yourself a beer and two tylenol, read your book on Rage Suppression (before you kill all of your players), and vow unholy vengeance on those gleeful, evil, powermongering maniacs.
Then go and get every demented gaming supplement you can find with broken spells in it, find out how to stack all of them in evil, demented ways, pile them ON TOP OF what your players connived up, then let em have it!
The Evil Edena_of_Neith
The first interpretation took the spell text (from Unearthed Arcana 1st Edition) at face value, and ONLY the text. No extrapolations. This version of Tempus Fugit was merely a powerful spell, in my opinion. (You can still find this version in print. It is in the Hackmaster's Player's Handbook.)
The second version of Tempus Fugit took at face value the spell text and all extrapolations of the text: the consequences of that text. This produced a Super Spell. It became the most powerful 5th level spell in the game.
I allowed the second version in my game, but my players had to be aware of the danger of enemy spellcasters and spellcasting monsters using the same spell. They most certainly WOULD use the Super Spell, just as the gleeful powermongering players would. (After all, if the players want to use superspells, one way to balance that is to have the monsters throw superspells back. Of course, the campaign world may well be totally trashed in the process ...)
If you allowed the 2nd interpretation of Tempus Fugit, it altered your game world, for magic became a much more formidable force. Even most teenaged DMs back in the old days thought this version of the spell was broken. Older DMs thought it was demented. Even the most power hungry Power Gamers gaped at it.
In the very conservative world of D&D today, with D&D 3.5 the current incarnation of the game, I must wonder what words in the English Language exist, that could describe the power discrepancy of Tempus Fugit, versus the regular game spells? I doubt any such words exist. Nor would I wish to speculate on the verbatim that would be used by current DMs to describe the Super Spell known as Tempus Fugit.
But here it is anyways. This is the extrapolated version, the Super Spell version. Read and weep.
TEMPUS FUGIT (Illusion, and possibly Chronomancy)
5th level
Range: 0 - Components: V, S - Duration: 50 turns/level in 3E (50 minutes per level)
Casting Time: 1 standard action - Area of Effect: 10 foot radius - Saving Throw: None
This spell creates a quasi-real warping of time within it's area of effect (no saving throw is allowed against this effect, but spell resistance could allow the particular creature with the SR to ignore the distortion.) Technically, this spell is considered an illusion spell, and it's effects on time illusory, but the result is too real and too powerful to be mere illusion. Chronomancy is highly suspect here.
After this spell is cast, a globe 20 feet in diameter centered on the caster (and which moves with her) is created, and within this area time seems to be altered.
For the caster and all within 10 feet of her, everything outside seems to be - and to a quasi-real extent are - moving 6 times slower than normal. Thus, while 6 hours pass for the spellcaster and those around her, and objects within the area of effect, only 1 hour passes for everyone and everything outside.
The spell duration counts time passed 'outside', so if the spell lasts 50 minutes per level, it lasts the equivalent of 300 minutes - or 5 hours - per level for the caster. Thus, a 10th level caster creates a Tempus Fugit that lasts 500 minutes - or 8 hours, 20 minutes - outside, but it seems to her and those in the area of effect like 3,000 hours - or 50 hours, or 2 days, 2 hours - have passed.
The spell can be reversed, so that to the caster and those around her, everything outside the area of effect is moving at incredible speed, while they carry on normally: that is, everything outside is moving 6 times faster than the caster and those with her. In this case, the apparent passing of one hour for the caster would be 6 hours for everyone outside. In this case, the spell still lasts 50 minutes per level of the caster: a 10th level caster would create a Tempus Fugit that lasted 8 hours, 20 minutes, but to her it would only seem like the spell lasted around 83 minutes. For her, 83 minutes would have passed, while 8 hours, 20 minutes passed outside the area of effect.
The spell affects the caster and those with her in real ways. They eat, drink, sleep, and age at the speeded up or slowed down rate. Mundane items and objects within the area of effect are likewise affected.
Thus, in the speeded up version (where the caster is moving 6 times faster than the world around her) the caster can eat, sleep, rest, regain spells, repair weapons and clothing, study, and otherwise do anything she likes ... at 6 times normal speed.
The caster could get a nice 12 hour period of sleep, while only 2 hours passed in the world outside the spell effect. She could then spend 6 hours regaining spells, while only 1 hour passed in the world without. She could then spend 6 hours studying historical lore, while only 1 more hour passed without.
The mage could spend 6 days recovering from the effects of a wound or broken bone, while only a day passed in the world without.
Theoretically, if cast repeatedly in the speeded up version, Tempus Fugit could shorten the life expectancy of the caster to 1/6th normal.
In the reversed version, this spell makes for great life extension, assuming the caster wishes to remain by herself. If this spell were cast a sufficient number of times in sequence, the caster could pass through the entire 6 month cold season of northern Faerun, and to her it would only seem like a month had passed ... and she would only have aged a month.
It is theoretically possible a mage could live to 6 times her normal life expectancy, if she remained constantly under the effects of the slowed down version of Tempus Fugit.
If the mage decides to speed herself up sixfold ... she would see and hear everyone and everything within the Tempus Fugit normally, but no speech from outside could be understood (a Tongues spell might remedy this problem.) All other sounds from outside would come off as impossibly deep and slow to the mage and anyone else within the Tempus Fugit.
From the point of view of those outside the Tempus Fugit, the mage and others within the Tempus Fugit would be screeching very high pitched gibberish. All other sounds coming out of the Tempus Fugit would be extremely high pitched and distorted (again, a Tongues spell might help matters.)
To those within the Tempus Fugit, everything outside would seem to be travelling in slow motion (akin to a slow motion camera effect.) An arrow in flight would seem to lazily drift along. Rain would fall slowly to the ground, making fantastic shapes on the ground as each drop struck. Insects and birds would painstakingly move inch by inch, foot by foot, each flap of the wings clearly discernable. The mage - if she were also a fighter - could critique a slow motion sparring match between two swordsmen.
To those outside the Tempus Fugit, the mage would appear to be moving so quickly as to be blurred, some sort of being of impossible speed (the hummingbird comes to mind here.) Everyone else within the Tempus Fugit would likewise be moving either very quickly or so quickly as to be a blur.
-
IF this is as far as Tempus Fugit is taken, it is MERELY a very powerful and very useful spell, for the purposes of rest and recovery, healing, study and spell recovery, and fascinating study of the world around the mage. And, of course, it makes for a good way to hibernate through the winter, and otherwise affect life expectancy!
But ...
Because Tempus Fugit does allow for real effects, such as hit point recovery, sleep and it's restorative effects, spell memorization, and so on, it can be concluded that this spell affects combat.
And if this spell affects combat, then all bets are off. Period. You can just take the normal game mechanics and flush them down the toilet, as something close to utter desecration of the game occurs. Of course (chuckles) powermongering players just might want to enact that desecration, so that they can kill the dragon and take his treasure! They must remember, that perhaps the dragon - too - intends such a desecration.
In 2E terms, if the mage is speeded up sixfold, she gets SIX FULL ROUNDS of action for every one full round of action taken by her opponents, so long as they remain outside the globe of the Tempus Fugit.
The mage can throw SIX SPELLS to her opponent's one. She can fire SIX arrows to opponent's one. She could conjure six times, while her opponents could only enact one conjuration. She could activate rods, staves, wands, and miscellanenous magical items six times to her opponent's one activation.
Needless to say, the mage is likely to win Initiative. The DM must make a house rule to determine when the opponents of the mage get to go, compared to the mage's six actions.
The opponents of the mage get no Dexterity bonuses to Armor Class, obviously. They don't get a lot of things, under a lot of circumstances, each of which must be considered individually.
If the 2E mage can hurl multiple attacks (such as hung spells from a Mantle, Contingency Spells, Aglarth's Embattlement (which let you throw 2 spells at once, for 3 consecutive rounds) and so on) or multiple melee attacks (such as a fighter/mage with specialization, who can fire 4 arrows a round) or if the mage and/or others were Hasted) the result of the 6x Tempus Fugit is nothing short of ... well ... ghastly.
Now, take this extrapolation to 3rd edition.
In 3rd edition, there are multiple ways for mages to cast more than one spell per round. Quicken Spell will do it. The Two-Minds spell will allow it. Extra Quicken Spell will allow it (as many times as that Epic Feat is taken.) Other Feats may allow it.
In 3rd edition, mages are often able to fire arrows or other missile weapons. Many Feats and classes and prestige classes allow it, and allow for multiple shots.
Add in the 6x effect of Tempus Fugit, and Houston, We Have a Problem.
Obviously, the mage must practice throwing spells and missiles, to be effective. This is because although the spells and missiles seem to work normally for her within the globe of the Tempus Fugit, they slow down to 1/6th normal speed outside it.
Thus, the mage must calculate: not a normal arrow shot or bolt fired from a wand, but calculate the slowed movement of the target, plus the slowed movement of the arrow and/or spell and/or item effect, plus the fact that for the first 10 feet, the arrow/spell/magic effect moves at normal speed.
A mage can learn such adeptness, and after considerable practice can fire arrows, spells, and item effects without penalty (but the very first time she tries this stunt, the result is going to be something out of It's a Mad, Mad, Mad, Mad World.)
What goes for the mage, goes for anyone else making attacks from within the Tempus Fugit to outside of it.
The hapless creatures outside the Tempus Fugit suffer a huge penalty to hit the mage and others within the Tempus Fugit with arrows and tight (bolts, etc.) spell effects, because those within are seemingly moving so fast. The DM must arbitrate what this penalty is, although it will be severe (- 6 or more.) Area effect spells and spells that automatically hit like Magic Missile will still work.
But now it gets really wierd. A Fireball detonating in a Tempus Fugit would fill it, then expand outside it. The Fireball would normally last about, say, 6 seconds, from the point of view of those outside. But from their point of view now, it would last 60 seconds INSIDE the Tempus Fugit, and 6 seconds outside. Why is this important? Because any arrows or other missiles and/or spell effects hurled at the Tempus Fugit must now contend with the Fireball that is still going on inside the Tempus Fugit!
If someone outside the Tempus Fugit manages to FULLY get inside, he can engage the mage in normal combat, all 3rd edition melee rules applying.
But ...
It is likely the mage will be defended by others within the Tempus Fugit, who will MELEE with those outside the area of effect, and prevent them from entering.
In this case, there is a constant situation of swords, spears and/or other melee weapons, wands/staves/rods and/or miscellaneous magical items, and arms, hands, and/or other parts of people being within the Tempus Fugit momentarily, then outside, then in again, then outside, then in again, while the same is true of those they are fighting.
In this bizarre situation, only those PRACTICED in fighting in this fashion (I'm guessing it'd be a Feat in itself) can operate normally. Anyone else is going to be hopelessly lost, as part of their sword moves at 6x normal speed and the rest at normal speed, while their inthrust leg moves at 6x speed and the other leg is moving normally, and so on.
Since part of the sword given above is moving at 6x speed and the rest is moving at normal speed, shouldn't the sword fly apart into two pieces? What about arrows? What about assorted hands, feet, arms, and legs? What about a person half in and half out of the Tempus Fugit? The answer to this question is: it's up to the DM! If he says yes, the result might well look like a meat grinder or Blade Barrier. If he says no, then ... well ... those swords and arms and items are going to look really wierd and distorted as they seem to stretch and bend in impossible contortions. (In my case, I said no ...)
The complicated and precise combat rules of 3.5 must be suspended and effectively rewritten to cover the effects of a Tempus Fugit, if Tempus Fugit is used for combat purposes.
Just take all the rules, throw them out the window, and start over. The overwhelming advantage goes to the mage, obviously, and to those with her. Unless the foe also has a Tempus Fugit, their sixfold attacks are likely to carry the day.
Since this spell stays up a real, real long time, the DM might as well throw the whole dungeon module out the window while he is at it, give the players ALL the experience and treasure immediately, and go get himself a nice beer. Then, he can sit and contemplate the insanity of it all, while he weeps over the arbitrary destruction of his 8 hours of work on his beautiful dungeon.
Edena_of_Neith
EDIT:
If the mage has the spells Melee Manager and Magic Manager (from the Chronomancer Sourcebook, extrapolated to 3rd edition) these STACK with Tempus Fugit.
For anyone who does not remember, Melee and Magic Manager allowed multiple spells to be cast per round (in 2E, where only ONE spell per round could normally be cast) and/or multiple series of attacks could go off in one round (your whole attack routine plus a boatload of additional attacks.))
Thus, a mage with Magic Manager and Tempus Fugit up would throw somewhere between 6 and 30 spells per round in 2E. In 3E, with it's Quickened Spells and Epic Feats, a truly powerful mage (say, 20th level) might throw 20, 30, 40, or 50 spells in a single round.
Add in hung spells, from Mantle, Contingency, Algarth's Embattlement, the Simbul's Spell Supremacy, and so on, and ... well ... I don't know what the World Record is for the most spells thrown in a single round, but we're getting close to that, aren't we?
This insanity applies to physical attacks. Can we say ... the Lawnmower Effect?
If your group starts throwing Tempus Fugit, Melee and Magic Manager (along with the other ghastly chronomancy spells), Mantle, Algarth's Embattlement, the Simbul's Spell Supremacy, Two Minds, and Haste, all in conjunction, then ...
Put down your dungeon and books, give the players all the treasure and experience, and ...
Go and get yourself a beer and two tylenol, read your book on Rage Suppression (before you kill all of your players), and vow unholy vengeance on those gleeful, evil, powermongering maniacs.
Then go and get every demented gaming supplement you can find with broken spells in it, find out how to stack all of them in evil, demented ways, pile them ON TOP OF what your players connived up, then let em have it!
The Evil Edena_of_Neith
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